Properly fixing the Lost in Time temp sprite issue
svn-id: r43654
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parent
bed3980ab1
commit
c70a874506
4 changed files with 20 additions and 2 deletions
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@ -229,6 +229,9 @@ int32 TempSpriteHandler::getSize() {
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}
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bool TempSpriteHandler::load(int16 dataVar, int32 size, int32 offset) {
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if (isDummy(size))
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return true;
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// Sprite available?
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if (!_sprite)
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return false;
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@ -274,6 +277,9 @@ bool TempSpriteHandler::load(int16 dataVar, int32 size, int32 offset) {
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bool TempSpriteHandler::save(int16 dataVar, int32 size, int32 offset) {
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SurfaceDescPtr sprite;
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if (isDummy(size))
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return true;
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if (!createSprite(dataVar, size, offset, &sprite))
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return false;
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@ -320,6 +326,12 @@ bool TempSpriteHandler::createSprite(int16 dataVar, int32 size,
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return true;
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}
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// A size of 0 means no proper sprite should be saved/loaded,
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// but no error should be thrown either.
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bool TempSpriteHandler::isDummy(int32 size) {
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return (size == 0);
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}
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// A negative size is the flag for using a sprite
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bool TempSpriteHandler::isSprite(int32 size) {
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return (size < 0);
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@ -144,6 +144,8 @@ public:
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protected:
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SavePartSprite *_sprite;
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/** Determine whether it's a dummy sprite save/load. */
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static bool isDummy(int32 size);
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/** Determine whether using a sprite was requested. */
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static bool isSprite(int32 size);
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/** Determine which sprite is meant. */
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@ -256,6 +256,7 @@ protected:
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GameHandler *_gameHandler;
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NotesHandler *_notesHandler;
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TempSpriteHandler *_tempSpriteHandler;
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ScreenshotHandler *_screenshotHandler;
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SaveHandler *getHandler(const char *fileName) const;
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@ -33,8 +33,8 @@ namespace Gob {
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SaveLoad_v3::SaveFile SaveLoad_v3::_saveFiles[] = {
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{ "cat.inf", kSaveModeSave , 0, "savegame"},
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{ "ima.inf", kSaveModeSave , 0, "screenshot"},
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{ "intro.$$$", kSaveModeSave , 0, "temporary sprite"},
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{ "bloc.inf", kSaveModeSave , 0, "notes"},
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{ "intro.$$$", kSaveModeIgnore, 0, "temporary sprite"},
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{ "prot", kSaveModeIgnore, 0, 0},
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{ "config", kSaveModeIgnore, 0, 0}
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};
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@ -496,17 +496,20 @@ SaveLoad_v3::SaveLoad_v3(GobEngine *vm, const char *targetName, ScreenshotType s
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_screenshotHandler = new ScreenshotHandler(vm, _gameHandler, sShotType);
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}
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_tempSpriteHandler = new TempSpriteHandler(vm);
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_notesHandler = new NotesHandler(2560, vm, targetName);
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_saveFiles[0].handler = _gameHandler;
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_saveFiles[1].handler = _screenshotHandler;
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_saveFiles[2].handler = _notesHandler;
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_saveFiles[2].handler = _tempSpriteHandler;
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_saveFiles[3].handler = _notesHandler;
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}
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SaveLoad_v3::~SaveLoad_v3() {
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delete _screenshotHandler;
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delete _gameHandler;
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delete _notesHandler;
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delete _tempSpriteHandler;
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}
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const SaveLoad_v3::SaveFile *SaveLoad_v3::getSaveFile(const char *fileName) const {
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